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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EditLoader : CreateLoader
{
private Stage original_stage;
public new void Init()
{
base.Init();
}
public void SetStage(string name, bool local)
{
StageStatic.SetStage(name, local);
original_stage = StageStatic.stage;
if (!original_stage.DeepLoad())
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Error(StageStatic.StageErrorStruct.NotLoadable);
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category = original_stage.category;
id = original_stage.number;
this.name = original_stage.name;
description= original_stage.description;
scene = original_stage.scene;
}
public void Reset()
{
SetStage(original_stage.name, !original_stage.use_install_folder);
}
private void _Delete()
{
StageStatic.Delete(original_stage);
}
public void Delete()
{
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Error(StageStatic.StageErrorStruct.InvalidFolder);
//Reset();
//TODO: ask user
_Delete();
pageMenue.RevertMode();
}
private bool _Clone(bool overwrite)
{
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var error = StageStatic.Validate(category, id, name, description, scene);
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if (overwrite) {
if(name == original_stage.name)
error.name = false;
if(id == original_stage.number)
error.id = false;
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}
if (!error.pass) {
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IJSONsavable<Stage>.load(null /*original_stage.hierarchie*/, original_stage.name, out Stage new_stage, original_stage.use_install_folder, true);
new_stage.InitFields(category, id, name, description, scene, true);
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new_stage.store(force_stage_file: true );
new_stage.store(force_stage_file: false);
return true;
}
public void Clone()
{
if (!_Clone(false))
return;
StageStatic.SetStage(name, true);
StageStatic.LoadCreate();
}
private bool _Save()
{
if (!_Clone(true))
return false;
if (name != original_stage.name)
// has not been overridden
_Delete();
return true;
}
public void Save()
{
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Error(StageStatic.StageErrorStruct.InvalidFolder);
if (!_Save())
return;
pageMenue.RevertMode();
}
public void Edit()
{
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Error(StageStatic.StageErrorStruct.InvalidFolder);
_Save();
StageStatic.SetStage(name, true);
StageStatic.LoadCreate();
}
}